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Rigs of Rods Simulator Game Gets Marked 0.37-r1

08-01-2010, 10:40 PM

Phoronix: Rigs of Rods Simulator Game Gets Marked 0.37-r1

One of the free software projects we have been talking to as of late about better enhancing their benchmarking capabilities for likely integration into the Phoronix Test Suite is Rigs of Rods. While the graphics within this driving simulator may not be the best (at least when compared to Unigine, or within the open-source world, Nexuiz) it's not the graphics that the developers pride themselves on but rather the physics capabilities. Rigs of Rods began as a truck driving simulator game, but since then has turned into a rather interesting physics sandbox of goodies. A new release of their code-base was just made...

The only exception are the wheels, for which for reasons of backwards compatibility i have disabled self collisions within the same object (some of old RoR's cars have constantly touching wheels, to the car's body).

Apart from the wheels, all other collisions depend on the designer's work (if he has defined what is collidable and what is not).

The only exception are the wheels, for which for reasons of backwards compatibility i have disabled self collisions within the same object (some of old RoR's cars have constantly touching wheels, to the car's body).

Apart from the wheels, all other collisions depend on the designer's work (if he has defined what is collidable and what is not).

Good!

BTW breaking DMM glass would totally rock

Comment

RoR can already simulate a wide gamut of matter (glass/plastic/metal...). You just have to design it in an appropriate way, and it'll work correctly (disclaimer: i've designed/coded RoR's physics of matter). There are some videos on youtube that people experiment with breaking different kinds of solids.

The only difference between RoR and DMM, is that RoR doesn't do dynamic segmentation of solids as DMM does. On the other hand DMM is constrained on modelling "dead" matter right now. You cannot build a working car with DMM.